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FindSoldierByProfileID fix: check last soldier in player team
RenderOverheadOverlays fix: last soldier in player team StartInterrupt fix: all interrupts in original interrupt system start as hidden and revealed later if soldier decides something StartInterrupt fix: don't show hidden interrupt DeductPoints, ResolvePendingInterrupt, StartInterrupt: MAX_NUM_SOLDIERS fix SoldierCollapse: replace chosen one if soldier is collapsed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1165,7 +1165,6 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart
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pTile = &( gSmTileDB[ pNode->usIndex ] );
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sX = sTempPosX_S;
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sY = sTempPosY_S - sHeight;
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//dnl ch82 081213
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sY = sTempPosY_S;
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if(gTileDatabase[pNode->usIndex].uiFlags & IGNORE_WORLD_HEIGHT)
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@@ -1395,7 +1394,7 @@ void RenderOverheadOverlays()
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//SOLDIER OVERLAY
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if( gfTacticalPlacementGUIActive )
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{ //loop through only the player soldiers
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end = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
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end = gTacticalStatus.Team[ OUR_TEAM ].bLastID + 1;
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}
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else
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{ //loop through all soldiers.
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